Clavicula_Nox
Members-
Posts
764 -
Joined
-
Last visited
Everything posted by Clavicula_Nox
-
One Night in Waziristan
Clavicula_Nox replied to Clavicula_Nox's topic in CMSF Scenario and Mod Design Forum
Thanks for the reply. I would REALLY like to give GRYPHON NVGs, but I don't know how to do that. Giving them "Excellent" equipment doesn't seem to do it. This was kind of a proof of concept. I was thinking of making the map larger, stretching back to the DZ and having the player infiltrate to the compound while avoiding contact with other bad guys. If I do this, the compound will be larger. Glad you liked it and good suggestions. -
I don't really care what the target is, but in my tests I have been driving Strykers in front of it. Currently, I have the Cell triggerman in a building facing a window that gives LOS to the IED 10m away. I then drive the Stryker infront of the window, literally ontop of the IED, and wait. Nothing happens. When I switch sides and play as Red, the IED triggers the second the guy can see the Stryker. I believe the failure rate for the Cell IED is 10%, but so far it has been 100% with the AI.
-
I have placed a Medium Cell phone IED on the map. The triggerman is about 10m away and in full LOS, and yet, the AI simply refuses to detonate the thing. I know how to do this manually, but don't know how to get the AI to do it. I have tried activating the thing in the editor, but that doesn't seem to have any effect. Is there an AI plan or something for this, or am I SOL?
-
When Is CM:Normandy Going To Be Available?
Clavicula_Nox replied to Col Deadmarsh's topic in Combat Mission Shock Force 1
I agree. Best game ever made. Megatile concept worked wonders. -
New module - Combat Mission:Afghanistan?!
Clavicula_Nox replied to Panzerschlange's topic in Combat Mission Afghanistan
Thanks for that. I'm reading The Bear Went Over the Mountain now, and I'm amazed at how many casualtiesthe Soviets actually took. Insane! -
One Night in Waziristan
Clavicula_Nox replied to Clavicula_Nox's topic in CMSF Scenario and Mod Design Forum
It's at the top of the page. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=583 -
New module - Combat Mission:Afghanistan?!
Clavicula_Nox replied to Panzerschlange's topic in Combat Mission Afghanistan
Couldn't that be simulated by having reinforcements come in later in the mission, or something? I'm not sure how to simulate holding up a raid. -
This was just uploaded and I am interested in feedback. Everything from the briefing, to the map, to the actual mission. I'm also curious in what results people were able to get. I have not been able to play this without taking at least 2 casualties, and I have taken upwards of 9. Testing this mission made me see some issues. First, my 203 gunners love shooting grenades at their own feet, or at bad guys who are surrounded by other soldiers. This is really annoying, and I wonder why anyone in their right mind would be running around a small house shooting grenades. Second, the spotting issue comes into play whenever entering and clearing a house, leading to some situations where overzealous soldiers rush straight to the otherside of the building where some bad guys materialize and finish them off. Anyways, feedback is cool.
-
What size mortars? There is a huge difference between 60mm and 120mm.
-
His shoulder is going to hurt...
-
Just played that scenario for the first time using Red and came out with some decent results. I deployed one squad into the "City Center", and deployed my other infantry in buildings behind it. The BMP I left poking out around another building and able to cover some ground. As soon as my OP spotted enemy forces, or was engaged, I would roll the BMP to the location and fire into the building, or open ground. This worked well until they took out the BMP, at which point, I pulled in my OP, waited for bad guys to appear, and hosed them with my rear security. When I was sure noone else was moving into the center, I moved my, now weakened, squad into it, held against another attack, and called cease fire. The AI did not use it's Bradley against me, and I think that would have seriously ruined my day if they had.
-
New module - Combat Mission:Afghanistan?!
Clavicula_Nox replied to Panzerschlange's topic in Combat Mission Afghanistan
Do we know anything about the campaign? As it's made by a Russian devteam, I assume it's Russian centric, but maybe there are some Muj missions? -
I'm not sure if I'm installing it properly. I copied all of the .wav files into my "Z" folder, but haven't noticed any difference.
-
Well, I spent a few minutes and put mortars on that trench line, the trench line just next to them, and the trench line next to the bunker. One survivor, a sniper, from the dozen or so guys caused one of my casualties, and a survivor in the trench line next to the bunker caused another. Yes, thankfully, they spawn behind the bunker. I couldn't imagine how pissed I would be if they spawned infront of it.
-
New module - Combat Mission:Afghanistan?!
Clavicula_Nox replied to Panzerschlange's topic in Combat Mission Afghanistan
Let me ask a question of the grogs. How much of the stories and "legend" about Ahmad Shah Massoud are true?What would have changed if he had never been assassinated? -
I forgot I had a Javelin just hanging around. Well, it's too late now, but something to remember. Thanks for the tips.
-
That's exactly what I've done. I didn't want to use the 155s or Cobras I have becase, well, my guys are in Extreme Super Fatal Danger Close, and I have some T55s I have to kill. I eventualyl got the thing, but lost 2 guys doing it. 1 because they got too close to the front, and the other from a sniper.
-
****SPOILERS***** I'm playing through the Marines campaign again, and am on the 2nd mission. If anyone recalls, the location where your reinforcements come onto the map is guarded by a trench filled with some guys and a bunker. Now, I have had a whole platoon fire at this thing and cause some casualties. I have dropped 81mm mortars on the thing, scoring at least one direct hit, and now, my back up spawns on the map, fires every AT4 and LAW they have into the thing, launch a ton of grenades at it, and throw frags at the thing. And there's still 2 guys inside, 1 wounded, but how the hell do I reliably kill this thing? My entire squad has expended their frag grenades, most of their 40mm, and all AT assets, and I think the Syrians have just now decided to vacate the building. Is there a better way to do this. *edit* No, the bunker was not taken out and has killed one of my men. What am I doing wrong? My guys are literally, 20+/-meters away from the thing and doing everything but charging the view slit.
-
I haven't checked, but are voices something we can mod?
-
Holiday Bones, Norman Style
Clavicula_Nox replied to Battlefront.com's topic in Combat Mission Battle for Normandy
I wonder about that. For example, I know of two seperate books titled The Forever War. Caused a considerable amount of confusion when all I wanted to read was some Sci-Fi. -
Shock Force never ceases to amaze!
Clavicula_Nox replied to phil stanbridge's topic in Combat Mission Shock Force 1
The tank and crew are assigned to the AI plan. The crew are fulfilling the plan, that's all. It isn't realistic, but that's what's happening. -
Do you mean "move and fire simultaneously"? or "Move, pause to fire, move" ? They most certainly do the 2nd.
-
Holiday Bones, Norman Style
Clavicula_Nox replied to Battlefront.com's topic in Combat Mission Battle for Normandy
Combat Mission: How The 82nd Airborne Won WW2 Singlehandedly. -
I'm going to be pissed if the Brits don't run around saying "Pip, pip, wot, wot!"